Brettzies Posted April 26, 2008 Share Posted April 26, 2008 (edited) WeaponPack v4.0 - FileFront Link WeaponPack v4.0 - ModDb Link v4.0 Additions GRAW is almost 2 years old at this point, but I still like some things about it better then GRAW2. I was playing a little single player campaign the other day and realised my last pack wasn't incorporated into GRAW 1. I also had an idea to cut down on some of the mod attachment id #s by using a mount spacer on the M4 and M16. This pushed the ironsights up a bit, but also made them usable which is cool. The front post doesn't quite line up so I left the aim assist in. While there probably aren't many people playing GRAW, I was able to get all of my weapons in with attachments and keep the orginal weapons as well. I had to juggle some things around and all of the #s are maxed out, but everything should work in Multi-Player. This version also includes the Sig552 as a primary or secondary, the Benelli M4 as a secondary, the Eotech sight, and Pistols available in the second or third inventory slot. Benelli M4 Shotgun ·available as a secondary weapon ·custom tweaked sounds Sig552 Commando ·available as primary or secondary ·semi auto, burst, and full auto fire modes ·custom tweaked sounds ·suppressor attachment ·multiple scope attachments ·working ironsights Eotech ·built an eotech sight and added it to the following weapons: ·M16A4, M4A1, M468, Sig552, Scar L, Scar H Pistols ·available as a third weapon in addtion to secondary Not sure many people are still playing GRAW, but since I did this for myself, I am putting it up for anyone else who still might be playing this game. Edited April 26, 2008 by Brettzies Quote Link to comment Share on other sites More sharing options...
Darth Windu Posted April 26, 2008 Share Posted April 26, 2008 Awesome! That's Brettzies. From someone who DOES still play GRAW, many thanks. EDIT: Oh by the way, would it be at all possible to get the M-8 Grenade launcher to work on your M-468 model? I tried, but it makes the gun unusable if you try to fire it. It would be an awesome addition though. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 26, 2008 Author Share Posted April 26, 2008 I think it's because the M468 uses the Scar anim set and the GL for the M8 use the M8 anim set. Unfortunately it would be a pain to mix anim sets and prone to lots of errors. I tried it once but it killed the other weapon I was mixing from. Anyway, I'm glad at least one person gets to enjoy all the mixing and matching! Hard to believe Graw1 is almost 2 years old at this point. Quote Link to comment Share on other sites More sharing options...
ceptico Posted April 26, 2008 Share Posted April 26, 2008 I'm very glad you took some time to update your weapons mod. Thank you very much, you have been doing what the developers should have gave us. cep Quote Link to comment Share on other sites More sharing options...
Darth Windu Posted April 26, 2008 Share Posted April 26, 2008 I think it's because the M468 uses the Scar anim set and the GL for the M8 use the M8 anim set. Unfortunately it would be a pain to mix anim sets and prone to lots of errors. I tried it once but it killed the other weapon I was mixing from. Anyway, I'm glad at least one person gets to enjoy all the mixing and matching! Hard to believe Graw1 is almost 2 years old at this point. Ah I see I see. Yeah I love playing around with these things. I ended up making the game more realistic, for me anyway, using your weapons pack plus a few other mods. Mainly what I was trying to do was use your M-468 model as the HK-416 (not a perfect match but close enough) and hence use the HK grenade launcher as on the M-8. Still the M-203 is fine. Quote Link to comment Share on other sites More sharing options...
=warcloud= Posted April 28, 2008 Share Posted April 28, 2008 Nice one Brettzies, although at first i kept crashing back to desktop, couldn't figure out why, i then realised it may have something to do with overclocking my cpu?. It sounds odd but i remember tweakguides mentioned that GRAW can be quite sensitive to overclocking, anyway i set my cpu back to factory default and have had no crashes since. Again nice 1 Brettzies ta very much mate. I noticed graw will crash if i load out the shottie to team member though. Quote Link to comment Share on other sites More sharing options...
GMarine Posted May 1, 2008 Share Posted May 1, 2008 Perfect job Bretz, thanx for everything.I have played both GRAW1&2 but still believe that the first one is better.So i came back to GRAW1 with my team and we have great times.Your weapons mod is always a must for us.Thanx a lot and keep on the great job. PS: the iron sights on Sig are a little bit off center or is my idea??? Thanx anyway Quote Link to comment Share on other sites More sharing options...
mii_eric Posted July 9, 2008 Share Posted July 9, 2008 WeaponPack v4.0 - FileFront Link WeaponPack v4.0 - ModDb Link v4.0 Additions GRAW is almost 2 years old at this point, but I still like some things about it better then GRAW2. I was playing a little single player campaign the other day and realised my last pack wasn't incorporated into GRAW 1. I also had an idea to cut down on some of the mod attachment id #s by using a mount spacer on the M4 and M16. This pushed the ironsights up a bit, but also made them usable which is cool. The front post doesn't quite line up so I left the aim assist in. While there probably aren't many people playing GRAW, I was able to get all of my weapons in with attachments and keep the orginal weapons as well. I had to juggle some things around and all of the #s are maxed out, but everything should work in Multi-Player. This version also includes the Sig552 as a primary or secondary, the Benelli M4 as a secondary, the Eotech sight, and Pistols available in the second or third inventory slot. Benelli M4 Shotgun ·available as a secondary weapon ·custom tweaked sounds Sig552 Commando ·available as primary or secondary ·semi auto, burst, and full auto fire modes ·custom tweaked sounds ·suppressor attachment ·multiple scope attachments ·working ironsights Eotech ·built an eotech sight and added it to the following weapons: ·M16A4, M4A1, M468, Sig552, Scar L, Scar H Pistols ·available as a third weapon in addtion to secondary Not sure many people are still playing GRAW, but since I did this for myself, I am putting it up for anyone else who still might be playing this game. This will bring me back to playing GRAW 1: Thanks! Quote Link to comment Share on other sites More sharing options...
IndyAries Posted September 3, 2008 Share Posted September 3, 2008 Adjusting ZOOM in SP mode? I'm using the new Weapons Pack 4, but I would like to adjust the zoom levels on the sights. Alas, in this version I cannot. In previous versions I was able to increase the zoom using the FOV settings. My tired old eyes would really appreciate an increase in zoom. Any ideas on how to increase the zoom in Weapons Pack 4.0 for GRAW1 ?? Regards, IndyAries Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 3, 2008 Author Share Posted September 3, 2008 Adjusting ZOOM in SP mode? I'm using the new Weapons Pack 4, but I would like to adjust the zoom levels on the sights. Alas, in this version I cannot. In previous versions I was able to increase the zoom using the FOV settings. My tired old eyes would really appreciate an increase in zoom. Any ideas on how to increase the zoom in Weapons Pack 4.0 for GRAW1 ?? Regards, IndyAries In the units/weapons/u_addons.xml you should be able to adjust the zooms for scopes and ironsights. Is that what you mean? Usually looks something like this: <unit type="weapon" name="bp_scar_acog$name_ext" slot="12"> <script_class name="hud" class="HudScope"/> <model file="/weapons/addons/bp_scar_acog/bp_scar_acog$name_ext.xml"/> <stats block="addon_data"> <var name="anim_name" value="combatsight"/> <var name="hud_movie_name" value="crosshair_acog_bp_m4v2"/> <var name="fov_halfway" value="25"/> <var name="fov_zoomed" value="15"/> <var name="has_hud" value="true"/> <var name="zoom_mouse_sensitivity" value="0.18"/> <var name="sway_amp" value="0.1"/> <var name="sway_lerp" value="0.4"/> <var name="speed_to_halfway" value="10.0"/> <var name="speed_to_unzoomed" value="9.0"/> <!--var name="animspeed_sight_enter" value="1.5"/--> </stats> </unit> Quote Link to comment Share on other sites More sharing options...
-{BH}-Mezmerizer Posted February 3, 2009 Share Posted February 3, 2009 brettzies... i've been using your mod for ages now in GRAW... here are a few movies i've made with friends using your mod... http://www.veoh.com/videos/v162432149dpabzEd -and- http://www.veoh.com/videos/v16666411n3j3enrK you can tell the game is a bit modified... I use the M8 with your weapon sounds for the M4, I just feel the default sound for the M8 is just bleak and not interesting, the M4 sound you put in has some punch feeling to it... my fav weapon nowadays is the SCAR-H in GRAW with the eotech sights... you have to watch your ammunition as their is barely any 7.62mm rounds scattered about and the beating you can put on the enemy is substantial compared to other ARs. good job bret, thanks for the good times... Quote Link to comment Share on other sites More sharing options...
bigcat75 Posted February 11, 2009 Share Posted February 11, 2009 (edited) I need some help with the weapon sounds. The echo after each shot makes a swirling sound that bleeds into subsequent shots and doesn't sound right. It sounds like I'm shooting in a tiny metal room. What I hear are shots that instead of going "POP" they sound like "TWANG". I thought it was probably my hardware but I have recently built a new rig, totally different hardware, and it does the same thing. I tried using the scar556 sound with the mod and it sounds like it should. I've also reinstalled the mod but still hear the same thing. I'm not having any problems with the graw2 mod. Edited February 11, 2009 by bigcat75 Quote Link to comment Share on other sites More sharing options...
doubletap Posted February 20, 2009 Share Posted February 20, 2009 I need some help with the weapon sounds. The echo after each shot makes a swirling sound that bleeds into subsequent shots and doesn't sound right. It sounds like I'm shooting in a tiny metal room. What I hear are shots that instead of going "POP" they sound like "TWANG". I thought it was probably my hardware but I have recently built a new rig, totally different hardware, and it does the same thing. I tried using the scar556 sound with the mod and it sounds like it should. I've also reinstalled the mod but still hear the same thing. I'm not having any problems with the graw2 mod. Disable EAX Quote Link to comment Share on other sites More sharing options...
bigcat75 Posted February 22, 2009 Share Posted February 22, 2009 (edited) Disable EAX That worked, thanks! For some reason I can run EAX in GRAW 2 and Brettz sounds work fine, but not in GRAW 1. Edited February 22, 2009 by bigcat75 Quote Link to comment Share on other sites More sharing options...
DrStrangeLove_EBDA Posted March 1, 2009 Share Posted March 1, 2009 I was looking at the stats graph for the weapons just to compare. It looks like the stats are exactly the same for the M4 as the M468 but there is increased damage for the M16A4. Shouldn't the M16A4 an the M4 (using the same 5.56 round) have roughly the same stats, while the M468 (using the 6.8 round) have the greater takedown damage? It almost seems as if the damage for the M16 and the M468 were reversed, or is this as intended? Quote Link to comment Share on other sites More sharing options...
doubletap Posted March 2, 2009 Share Posted March 2, 2009 The M4 and M468 are both carbines with a lower muzzle velocity than the M16. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 7, 2009 Author Share Posted March 7, 2009 (edited) I was looking at the stats graph for the weapons just to compare. It looks like the stats are exactly the same for the M4 as the M468 but there is increased damage for the M16A4. Shouldn't the M16A4 an the M4 (using the same 5.56 round) have roughly the same stats, while the M468 (using the 6.8 round) have the greater takedown damage? It almost seems as if the damage for the M16 and the M468 were reversed, or is this as intended? You might be looking at the bar stats which are meaningless actually, and hard to get to work correctly, so I actually stopped bothering with them some time ago. The damage stats in the weapon_data.xml are also meaningless - they don't effect the game in anyway as far as I can tell. Damage for those weapons goes like this: M4 - 2 M16 - 3 M468 - 4 Doing weapon damage in Graw1 is tricky because it's based on whole numbers. I suppose I could change them to be like Graw2 but that might throw the whole thing out of whack. Edited March 7, 2009 by Brettzies Quote Link to comment Share on other sites More sharing options...
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